<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<DamageDef>
		<defName>PJ_BlasterDam</defName>
		<label>Blaster bolt</label>
		<workerClass>DamageWorker_AddInjury</workerClass>
		<externalViolence>true</externalViolence>
		<isExplosive>true</isExplosive>
		<deathMessage>{0} has been blasted!</deathMessage>
		<hediff>Burn</hediff>
		<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
		<impactSoundType>Blunt</impactSoundType>
		<armorCategory>Sharp</armorCategory>
		<minDamageToFragment>15</minDamageToFragment>
		<defaultDamage>3</defaultDamage>
		<buildingDamageFactor>3</buildingDamageFactor>
		<plantDamageFactor>3</plantDamageFactor>
		<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
		<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
		<explosionCellFleck>BlastFlame</explosionCellFleck>
		<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
		<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
		<soundExplosion>Explosion_Flame</soundExplosion>
		<combatLogRules>Damage_Flame</combatLogRules>
		<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
	</DamageDef>

	<DamageDef>
		<defName>SW_Stun_Damage</defName>
		<label>stun</label>
		<workerClass>DamageWorker_AddInjury</workerClass>
		<externalViolence>true</externalViolence>
		<deathMessage>{0} has been shocked to death.</deathMessage>
		<hediff>Burn</hediff>
		<hediffSolid>Burn</hediffSolid>
		<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
		<impactSoundType>Slice</impactSoundType>
		<armorCategory>Sharp</armorCategory>
		<additionalHediffs>
			<li>
				<hediff>SW_Stun</hediff>
			</li>
		</additionalHediffs>
	</DamageDef>

	<HediffDef>
		<defName>SW_Stun</defName>
		<label>stunned</label>
		<description>Stunned</description>
		<hediffClass>HediffWithComps</hediffClass>
		<defaultLabelColor>(1, 0.2, 0.2)</defaultLabelColor>
		<comps>
			<li Class="CombatExtended.HediffCompProperties_FleshOnly"/>
			<li Class="HediffCompProperties_Disappears">
				<disappearsAfterTicks>
					<min>1200</min>
					<max>2100</max>
				</disappearsAfterTicks>
			</li>
		</comps>
		<stages>
			<li>
				<label>trivial</label>
			</li>
			<li>
				<minSeverity>0.2</minSeverity>
				<label>minor</label>
				<capMods>
					<li>
						<capacity>Consciousness</capacity>
						<offset>-0.25</offset>
					</li>

				</capMods>
			</li>
			<li>
				<minSeverity>0.40</minSeverity>
				<label>moderate</label>
				<capMods>
					<li>
						<capacity>Consciousness</capacity>
						<offset>-0.5</offset>
					</li>

				</capMods>
			</li>
			<li>
				<minSeverity>0.6</minSeverity>
				<label>severe</label>
				<capMods>
					<li>
						<capacity>Consciousness</capacity>
						<setMax>0.1</setMax>
					</li>

				</capMods>
			</li>
			<li>
				<minSeverity>0.8</minSeverity>
				<label>extreme</label>
				<lifeThreatening>true</lifeThreatening>
				<capMods>
					<li>
						<capacity>Consciousness</capacity>
						<setMax>0.1</setMax>
					</li>

				</capMods>
			</li>
		</stages>
	</HediffDef>

</Defs>